Fel Flame has gotten a slight rework. It now has a 1.5 second cast time, but can always be cast while moving. Also, it no longer extends the duration of damage over time effects (and, as such, no longer causes them to lose their "snapshotted" stats) and has gotten a small damage buff. The intent here is that you should be able to use this to keep up some damage when you need to move, but you'll want to stick to your standard rotation otherwise.
I do not like this change.
Sure, it 'works', but it completely removes everything that was special about fel flame.
I do not understand this burning desire to 'balance through homogenization'. If I wanted to play with scorch, I would play my mage.
I liked the fact (yes, even with the 'snapshotting' issue) that Fel Flame increased the duration of my debuffs. I had entire rotations (esp for destro) revolving around that fact, where I weave in fel flames to buff the durations, all the while increasing my embers. It added a whole lot of dynamism to the lock class that was specifically channeled through fel flame.
I feel like things are being balanced to appeal to only the lowest common denominator. This entire concept of making things the same and 'buffing damage' so that the plebs don't QQ is something I am fundamentally against.
I keep coming back to the same example I have used before, since so many changes are triggering the pressure point at the core of the following example:
Say you had two classes, A and B.
Class A does 100 DPS, and it does it through the use of a cool rotation, with a variety of spells that need to be used in interesting ways. The casting experience is involved, deep, unique, and fun.
Class B also does 100 DPS, but it has 1 spell that is a 3 min CD, and that immediately jumps you to the top of the meters when used. You can use the spell 2 times per fight, but using the spell will guarantee that you will do 100 DPS. For the times you are not casting the spell, you basically just stand around doing nothing and being /bored.
Both classes are completely numerically balanced, but class B is painfully boring to play.
Now sure, this is an extreme example, but it is poignant right now since I fear we are getting to a spot where we are sacrificing uniqueness, depth of gameplay, and 'fun' purely in return for numerical parity, and we are doing this in situations that really do not need it.
And the core way this is happening is through homogenization.
People say "compare the full package", but in the 'full package' this new fel flame is exactly the same as the mage's scorch.
You would use both in exactly the same situation for exactly the same reasons. They are both just 1.5 sec casted spells you use while moving and pretty much no other situation.
This is bad (and you should feel bad?) for two core reasons. We should not homogenize the classes even more, and, we should not remove depth of gameplay.
If you want to solve the 'snapshotting' issue, use some other method other than just throwing your hands up and saying "oops... can't solve it, homogenize!" (especially without even trying).
And please, if you want to sell a change to the players, don't just say "WE'LL GIVE IT MOAR DAMAGE!". It will placate the ignorant masses, sure, but its the wrong thing to do.
I'm kind of tired with this whole "just give it damage and they will love it" idea. I realize that the average WoW player could care less about class variety, negative effects of homogenization, design parity, and a whole host of non-damage related issues (since most, if not all, are too busy with their special interests lobbying and class favoritism BS), but let us not feed these narrow viewpoints just so we can lobby for homogenization.
We should be lobbying against it.
And to the players, stop eating up changes just because its "ZOMG DAMAGE".
Fel Flame was an extremely unique and fun single target instant cast spell. Let us try to preserve that please?